Credits: Many thanks to AlexCroft, for pointing out the location of some secrets.

[Note:] This a TR2 game, so notice Lara has limited her movements: she can't shimmy around the corners, she can't monkeyswing, she can't crawl, etc. No compass too, so I'll try to point the directions the best I can.[End note]

LEVEL 1 - THE PLATFORM

Walkthrough by José

The Automatic Pistols

Turn the wheel switch to open the door, go down the steps and shoot the dog and the thug in the first room. First go to the backside of the pipes to see a closed door (for later) and a small medipack in the niche near the corner (you will not be able to pick it up later). Climb to the metal platform where the thug was, pick up the automatic pistol clips he dropped and use the timed switch to stop the fire in the nearby ledge for a while; quickly turn right, run there and take a running jump without stopping to grab the edge of the opening in the corner. In this small room you can pick up the AUTOMATIC PISTOLS and more ammo for this gun. Safety drop back to ground floor. Climb again to the metal platform and look up to discover a couple of high openings in front of the vertical pipes. The opening near the switch contains shotgun ammo, the other opening is our next goal.

The Harpoon Gun

Slide down the ramp and fall into the water; just in front of you there are some harpoons. Swim to the other side of the room to find more harpoons and also alert a frog man, pull the UW lever there and quickly swim back to the place where you got the first harpoons. There is an UW opening there, near the corner, dive inside and now that the big fan is inactive you can pick up the HARPOON GUN, more harpoons and a small medipack. Now swim behind the big fan and up through an opening in the ceiling to get SECRET #1: the Silver Dragon. Swim back to the main room; now you can take revenge on the frog man.

The Red Access Card

Look for another UW opening near the place where you entered and swim up to a new room with two thugs. One of them will drop shotgun ammo, and the other one a small medipack. Locate the moveable crate in a corner and pull it three times, climb it and jump to grab a high ledge, hoist up and pick up the RED ACCESS CARD. Use the switch to open the door and go back to the starting area. Open the door near the corner with your card.

The Blue Access Card

Enter and shoot a couple of enemies; the one on the ground floor will drop flares. Pick up the shotgun shells near the entrance and turn left to the corridor with the ladder, climb it and in the next room deal with two thugs and a dog. Pick up the automatic pistol ammo and the small medipack they dropped. Open the door with the wheel switch and continue to a room with a toxic pool. I think the author intended that Lara jump to the crate, to the crack in the opposite wall, shimmy left and when grabbing the ladder jump back to a safe ledge; from here a running jump to grab the edge of the ledge with the broken fence. But the water is not so deadly at all and, if you want, you can jump into the green waters and patiently walk to the wall with the broken fence (for some reason I couldn't climb the safe ledge to the left). Beware of the green bubbles, they can hurt Lara. It seems you might have found a dead end here, because there is a machine with a circular blade which prevents you from crossing, and if you use the switch you're back in the previous room, but a new thug appears when you go out and he will drop the BLUE ACCESS CARD.

The Power Saw Circuit

Go back down the ladder to the room near the starting area and through the opening behind the platform where a dead thug is above. Climb down the ladder, shoot another thug and use your card to open the door. Go outside into a familiar room, shoot the thug high up on a ledge to your left and go back to the previous room to bring the moveable crate all the way outside so you can climb it and take a running jump to grab the ladder opposite the entrance. Climb it and jump to the ledge with the thug you killed moments ago (uzi clips). In the next room deal with another thug and pick up the shotgun shells he drops, don't forget the flares near a wall too. Notice a different tile in the metal floor near the entrance: it's a trapdoor. Jump over a corner to open it so you don't drop inside. Now go to the switch in the corner and save your game for a timed run if you want another secret. Pull the switch, roll and run to the open trapdoor; go to its right side while curving left and run off the edge with a grab at the last moment so Lara won't grab the edge but instead glide into the room below onto a solid floor, and not into the pool; quickly jump and run to the (hopefully) open door you saw when pulling the switch to get SECRET #2: the Jade Dragon, a small medipack and uzi clips. Shoot the dog and the thug and he will drop the POWER SAW CIRCUIT.

Using the Power Saw Circuit

Now it's time to go all the way back to the room with the “toxic” pool with the circular blade machine. Exit through the opening to the familiar room where the moveable block is, right to the small room where the moveable block initially was, climb the ladder to the room adjacent to the starting area, to the corridor with the ladder, climb it and run straight ahead and to the right to find the machine. Use the circuit to stop the blades, go past the blades but look behind the machine to find the useful UZIS.

The Golden Dragon

Continue to a room where you'll see a large medipack to your right (for later) and a closed door with a wheel switch in front of you. Open that door and continue to a new room where you'll find a doberman. Turn right from the entrance and in the corner where the TV monitor is, look up to see an opening in the ceiling. Jump to grab the edge, hoist up and follow the path (my game crashed at that point and I had to reload) to get SECRET #3: the Golden Dragon. The nearby door will never open so, go back the way you came to the previous room where you killed the dog.

Health Supplies

The next tasks are optional. Continue through the next opening to a ledge with fences but don't go further; climb down the ladder to your right and move the crate to pick up 2 x uzi clips. The lonely door in this room opens when you approach, leading to the room with the large medipack you saw moments ago so, go inside to pick it up, turn around and go back to the ladder. If you try to go to the open door to your left, that door will close, an alarm starts and some enemies are released (nothing to pick up) so you'll need to kill them.

Exiting the Level

Anyway, once you're at the top of the ladder, facing the next room a new enemy awaits. Once he's dead, from the left of the entrance, take a curved running jump to the ledge with the windows to your left, turn right and take a running jump to the opposite ledge with the gas tank to pick up 2 x harpoons. Drop to the lower ledge with the dead enemy to pick up the automatic pistol ammo he dropped and jump into the water. Look for an UW lever on one of the pillars to open the door to the next UW room; swim there (beware of the frog man) and surface in a room where a couple of thugs await. Dispatch them and pick up a small medipack and uzi clips. Don't go up the stairs (to the room where the large medipack was), but climb down the long ladder in the pit near the corner, open the door with the wheel switch and run down the wide stairs to the next level.

LEVEL 2 - SUBMARINE EXCAVATION

Walkthrough by José

Run down the stairs and once in the main room with the big pool, turn left and use the button to open the door in the corner. Advance and draw weapons because a flamethrower is waiting for you in this corridor. Once he's defeated, look for a passage to your right leading to a bedroom. From the central table, you can take standing jumps to reach the higher beds and pick up automatic pistol ammo, shotgun ammo and press a button to open a door at the end of the previous corridor. Go there and jump into the water hole in the next room. In one of the walls there is a pipe, and an opening behind; swim through that opening to get SECRET #4: a Silver Dragon. Return to the water hole to take a breath.

Opening the First Door in the Main Pool Room

Go out of the water and continue to the next room with more water holes, turn left and pull the wall switch to open a door in the main room with the big pool. Back to the previous room, jump into either water hole (the water room below is the same) and pick up 2 x uzi clips. Swim through the narrow opening in the opposite wall and pull the UW lever near the corner; a door opens and a couple of enemies released. The flamethrower is lethal here in small rooms like that so the best tactic for me was swim through the other crawlspace, up the ceiling opening in the room with the pipe and quickly up the ladder; from above you can carefully approach to the entrance and patiently shoot the thugs. Once they are defeated, pick up the small medipack one of them dropped and go to the room they came from. In this new room one of the crates is movable; pull it and pull the other one too to get 2 x harpoons. Jump into the water in the adjacent room and continue to deal with a frog man. Look for an UW lever near the closed exit door to open it. Take a breath in the main pool and you can go back to the previous room for some shotgun shells if you want.

The Area "B" Key

Anyway, go out of the water and through the only open door you'll find, down the stairs and from the ledge with the broken fence drop to the small ledge below and draw weapons to dispatch a thug. Pick up the shotgun ammo he dropped and move the crate onto the small ledge so you can go back up later. Jump into the water and look for a low ledge with a ladder just under the entrance of this room, climb it and light a flare to discover a wall switch; pull it to see what it does, go back to the pool, climb the ledge to your left, a running jump to the floating crate and up to the upper ledge where the thugs were released. Shoot them and pick up the small medipack and the shotgun ammo they dropped. Go into the control room and use the wall switch to move the crane outside. Now you can jump to the block the crane is holding and reach the high ledges at the other side of the room. Go through the corridor and press the button to open the door: you're back in the control room; pull the switch again to move the crane to its original position and go back there, this time through the last corridor. Now you can use the same block to reach the room where the Area "B" Key is. Go back to the main room killing a flamethrower on your way.

Inside the Area B

There is only one keyhole in this room so use your key and enter to find a couple of wall switches and a row of fires. If you want some extra ammo, you can use the left one to turn off the fires and go right into an opening in the middle of the corridor with automatic pistol ammo; even when the fires appear again you can easily take a running jump over them to get back to the entrance. Anyway, pull the left switch first, quickly take a sidejump to your right to pull the second one and run fast to the timed door. Quickly turn around and shoot the thug on the high ledge over the entrance (uzi clips); time the first moving crane and shoot another thug; jump to the lower ledge to your left if you want the large medipack and jump into the water to time the cranes again.

Movable Crates Puzzle

In the corridor with the closed door, push the movable block at the end of it once, push a second movable block to your left once, now go to the left side of the first block and push it once. There is a third movable block near the entrance, pull it once and push it twice into the corridor blocking the entrance. Now you can pull the first block once to discover a switch and open the door in the corridor. For a secret: once you pull the switch turn left and push the first block once, now you can pull the second block twice and push it once into the corridor with the open door, revealing a passage with SECRET #5: 2 x shotgun shells and the Jade Dragon. Now place the second block back again into the secret passage and pull the third block twice and push it once against that second block to unlock the entrance and access to the open door in the corridor.

Opening Another Door in the Main Pool Room

In the next corridor pull the timed switch, slide down the ramp from the right side, jump in last moment to grab the edge of the ledge and shimmy right before the trapdoors open to save the fire pit. In the next room jump into the water to alert a frog man and pick up 2 x harpoons hidden in the corners. Now dive to the wall with the pipes texture: there is a disguised door which opens if you approach near enough; swim inside to pull an UW lever and open a door in the main room (a secret for later). Now go back up to the entrance ledge with the timed switch (turns off the flames), pull it and take a running jump to the first pillar avoiding the moving crane, quickly a standing jump to the second pillar avoiding the next crane and a last running jump without stopping to the far ledge. In this area a new thug awaits; shoot him and pull the switch to open a door in the main room. The exit door opens as you approach, but beware with the two flamethrower guys you alerted when pulling the switch.

The Golden Dragon

If you used the UW lever in the room with the frog man, the door at the other side of the pool, left of the door with the keyhole, should be open; go there, shoot a couple of thugs (one of them drops a small medipack) and get SECRET #6: the Golden Dragon.

Exiting the Level

Now go left to the last open door you've not visited yet, down the ladder, drop into the hole and continue to a sort of excavation area. Shoot a couple of thugs on the left and right sides of the room, go to the right looking from the entrance and when you enter into the room with the yellow tanks a couple of thugs appear, together with a flamethrower (small medipack); once they're dead, look for the CONTROL ROOM KEY one of them dropped. Explore this room to find flares and M16 ammo. Now go to the other side of this area to use the key and deal with a thug and a flamethrower; in this room pick up M16 ammo and pull the lever to open a trapdoor outside; go there and drop through the hole to the next level.

LEVEL 3 - TEMPLE OF THE TIDES

Walkthrough by José

The Main Entrance Key

Once into the water look for a ledge where you can go out and shoot the shark. Explore the waters to find 2 x harpoons near a skeleton, flares near another skeleton and a small medipack in an opening in one of the walls. In the far wall directly opposite to that small medipack there are two openings, swim to the left one and look up to discover an air hole in the ceiling with SECRET #7: the Silver Dragon. Also under the right one, near the bottom there is a small opening in the blue rocks, swim there to find the MAIN ENTRANCE KEY. When you go back to the lake someone appears on the boat; kill him and go there using the ledges attached to the rocky walls in a clockwise direction to pick up a large medipack and 2 x shotgun shells.

The Golden Dragon

Back to the ledge with the closed door and go to your left to find a switch and open the door. Shoot the thug and go inside; use the key and immediately take a sidejump to your left or hop back so you don't fall through the hole. The door is still closed, but notice the opening in one of the walls of the hole; drop/grab the edge of the floor above the opening and drop/grab the edge of the opening below to discover SECRET #8: 2 x grenades and the Golden Dragon.

Neutralizing Spikes

Now you can jump into the water below and the first task in this main room to avoid unnecessary backtracking will be to swim to the very bottom of the central pit with two tall pillars; look for an UW opening and pull the UW lever at the end of the passage to open a door at the very top of this main room. This will alert another shark, so surface and dispatch it after pausing for 2 x harpoons next to a skeleton at one end of the central pit. Now, from the ledge in front of the closed door, turn right and jump to the rocky ledges behind the pillar in the corner, climb and take a running jump to the upper ledge with the flower pot, turn around and go through the passage near the corner, pull the switch there to raise the level of the waters. Go outside but don't jump into the water yet, run and jump from ledge to ledge to the other side of the room where the door you opened with the lever moments ago is. Enter and jump into the water hole, use the UW lever to close the trapdoors over the spikes and exit through the opening in the other wall (you can't go up near the stairs where the thug is yet).

Opening some Doors with UW Levers

Swim outside and directly to the far wall to your left, opposite the closed door with two keyholes and through the UW passage there to find an UW lever near a corner and open a door in the main room. Back in the main room, turn left from the exit and swim through the other UW passage near the corner; in the next room pull the UW lever to open the nearby door. But you don't need to go there yet so swim back to the main room, go back to the room with the switch (near the flower pot) and re-use it to lower the level of the waters as initially.

First Rusty Key

Now jump into the water and climb the ledge to your right with the first door you opened with the first UW lever. Notice some automatic pistol ammo behind the door; we'll get it later. Shoot the two thugs and pick up 2 x shotgun shells. Climb the ladder in the pillar to your left and jump to the ledge over the entrance avoiding the flying disks to a pad tile which opens the door at the other side of the room. But it's timed so, run onto that tile and take curved running jumps from ledge to ledge to reach the open door before it closes. Drop to the next room and shoot a thug, pick up his harpoons and use the switch alerting two more thugs; this time they drop a small medipack and uzi clips. In the next room pick up the first RUSTY KEY, jump into the water hole in the corner and use the UW lever to open the exit door alerting a shark.

The Jade Dragon

Detour for a secret: use the switch to flood the rooms again (passage near the flower pot), if you want you can swim into the empty room with the second UW lever you used, to close the door in the central ledge at the bottom of the room to get the automatic pistol ammo enclosed when it was opened. Anyway, swim to the room with the moveable block, to the room with the moving disks and to the room where you picked up the rusty key; from the ledge where the key was, look up to discover an air hole in the ceiling and SECRET #9: the Jade Dragon. You can also go there using a shortcut through the door you opened when you exit to the main room after get the rusty key. Anyway get back to the main room and lower the level of the waters. (Don't forget to re-open the door in the central lower ledge if you closed it to get the ammo.)

Second Rusty Key

Return to the previous room with the moving disks but this time don't climb the ladder; near the end of the room there is the door you opened time ago with the third UW lever. Climb the ledge and pull the block attached in the wall just in front of you out and aside; go inside and beware with the teeth doors. Pick up the small medipack and pull the switch to open a door somewhere. Return to the main room and climb to the highest ledges as you did in the past. Now go to the room with the spiked pit, now covered with the trapdoors. Safety drop there and climb to the ledge where the thug is and pick up the automatic pistol ammo he drops. Save your game in front of the next open door. The best way to trigger the first rolling ball was for me turn around so Lara is facing the room with the spikes and from the edge take a single step ahead; jump back and immediately take a standing jump to the entrance opening. The second ball is easy to avoid. To avoid the last ball what I did was approach to the ledge with the key and with Lara against it use the combination “Ctrl + up arrow” to climb it; immediately turn a bit to the left or to the right and quickly jump back. When you get it, pick up the second RUSTY KEY and go back to the main room.

Exiting the Level

Open the door at the top of the room with two key-locks and in the final room shoot three thugs; they will drop a small medipack, flares and grenades. From the central block you can take a running jump to reach the high ledges; pull the switch to open one of the doors and pick up the large medipack in one of the corners. Drop to ground floor and look for another switch behind a pillar in one of the corners; pull it to open the other door. Looking from the entrance, the door to your right contains grenades, but it's protected by teeth doors and moving disks. (According to vimmers, the GRENADE GUN can also be found somewhere in this area.) The door to your left will be the exit to the next level.

LEVEL 4 - HIDDEN GARDEN

Walkthrough by Phil Lambeth

Step forward and turn right into the next room. There's a closed red door on your left. There's a closed door in the far wall requiring a key (the Waterfalls Key, remember that) with pickups you can see beyond the barred windows. Jump into the water and pick up 2 x uzi ammo near the skeleton. Pull the underwater lever to open that red door you saw earlier. Pull out of the water and engage a blade-tossing thug (these guys are harder to kill than the previous enemies).

The Silver Dragon

Enter the opened doorway and go across to the far corner of this dark room. Go up the slight ramp, jump up through the foliage and pull up into an opening. Drop down at the far end and locate the Silver Dragon for SECRET #10. Get back to the dark room and climb up to the window bars for a small medipack. Get down and pull the red pushblock two times. Go around it into the passage for shotgun ammo. Pull down the wall switch in the window ledge and exit the dark room after shooting the tiger.

The M16

Go to the corridor where you started this level and head toward the bridge. Two blade-tossing thugs are waiting there for you. In the far right corner of this room near a stone bench is the M16. Enter the nearby opened doorway and find another blade-tossing thug in a red-tinted Oriental room.

The Shrine Area

To your right is a closed red door, and up on the ledge to your left is another closed red door that requires a key. Continue forward to alert another blade-tossing thug. Turn left into a beautiful shrine area to coax a tiger from hiding. Go around the left side of the shrine for shotgun ammo. The small pool is empty. There are two closed red doors in this room, one under the shrine roof and the other in an opposite corner. Leave this room and hop onto a ledge out in the corridor to find a timed wall switch that opens one of the red doors you saw earlier (the one farther away, not the one requiring a key).

The Boulder Passage

Get there quickly with running jumps and hop down into the lower passage. Take the flares from the nearby skeleton reclining near a closed red door. Walk up the ramped passage and save your game just before reaching the brown floor tile. Reverse roll onto that tile and run forward into the opened red doorway as a boulder rolls down toward you. Turn left near the wall to trigger a second boulder to your right. (You can go back later to the passage where the second boulder was, if you like, and grab 2 x grenades.) Slide down toward a lava room and jump off to grab the block.

A Timed Run and a Platforming Exercise

Pull up and time a running jump past the swinging spike bag. Grab the ladder and climb up. Shift left and drop down into an opening beneath a swinging blade trap. Step forward and pull down the wall switch to re-open the timed red door back in the boulder passage. Go back and jump to the same ladder. Climb up until you can see the ramp behind you. Back flip onto the ramp, slide and jump off to grab the next ladder. Climb up a bit and take a rolling back flip to grab the next ladder. You can see your objective--a key--in the alcove ahead. Climb up until your hands are even with the wall lamp, then take a rolling back flip to land on the sloped ledge. Slide, grab and shimmy left. Pull up and take another rolling back flip to grab the ladder above the key.

The Gardens Key

Climb down as far as you can, release and grab, and pull up into the alcove with the GARDENS KEY. Get back to the ladder and repeat the moves described in the previous paragraph. But this time, instead of climbing down to the key alcove, climb all the way up. Drop down into the wooden passage and drop down further into the boulder passage. Find the opened red doorway and shoot the blade-tossing thug standing inside. Hop up into the corridor, run forward and pull up onto the ledge with the keyhole. Insert the Gardens Key to open the red door and run over a row of breaktiles into the next room.

A Jumping Exercise and The Jade Dragon

Engage two tigers while avoiding additional breaktiles that cover pools of deadly water in this room. Take the small medipack and M16 ammo from one skeleton and uzi ammo and grenades from the other. Go to the fenced balcony and locate a button that opens a trap door in the next room. Pull the red pushblock from the wall to reveal an opening and save your game at the slope. Slide down and run quickly across the room as spike walls converge. Drop down into the opened trap door and swim to the Jade Dragon for SECRET #11. Pick up the automatic pistol ammo, surface and pull out. Go to the opening and take a running jump to the first slope in the lava room below. Slide and jump three times to grab a ladder in the wall. Climb nearly to the top and back flip onto a ledge guarded by three swinging spike bags. There's a closed red door at one end and a button at the other. Shimmy to the side with the button, pull up and save your game.

A Timed Run for the Waterfalls Key

Push the timed button to open the red door at the other end of the ledge. Reverse roll and make your past the three swinging spike bags and through the opening before the door closes. If you're able to reach the ledge spanning the room below, pick up the automatic pistol ammo before dropping down. Shoot the tiger and jump into the seething water. Swim down to the bottom and pick up the WATERFALLS KEY while trying to avoid that aggressive fish. Swim back up and pull out. Go to the corner alcove and climb the ladder to a room where there are several things to do.

First, turn left and pick up the M16 ammo in the far right corner. Vault up into the nearby alcove and push the block to reveal another room. Pick up the grenades and note the closed red door.

The Golden Dragon

For those who don't mind taking a short cut allowed by the game engine, you can obtain the next secret now. For those who prefer to obtain the secret as intended by the builder (thanks, José), skip to the next paragraph. Pull the block back to its original position, station yourself at the right corner and jump repeatedly until you find yourself in front of the red door. Turn to your left, push the block into the corner, get up onto it and pull up into a higher passage. Follow around and drop down onto the roof of the shrine. Pick up the Golden Dragon for SECRET #12. Drop down into the water, climb out and re-enter the shrine.

In the main room, pull down the wall switch to open a door on the other side of the room and release two blade-tossing thugs (not only are these guys hard to kill, they never seem to drop anything). Before going through the opened doorway, climb the long ladder in the opposite wall and note the keyhole (the key you're carrying doesn't fit it).

Climb back down and exit to the same tranquil shrine area you visited earlier. Backtrack all the way back to the corridor where you began this level. Refer to the beginning of the walkthrough for this level and locate the keyhole. Insert the Waterfalls Key to open the adjacent door. In the dark room climb up into the window alcoves for a small medipack and flares. Jump into the water to alert a fish and kill it from a ledge. Swim through the passage into a larger underwater area and alert another fish. Swim back and climb back onto a ledge to kill it. Back in the larger area, explore the outer floor for automatic pistol ammo and shotgun ammo. On the interior column is an underwater lever. Pull it to open a red door somewhere.

Exit this room via the same passage you used to get here. Pull out onto the ledge and backtrack all the way to the shrine area and beyond where you pushed that red block to reveal a small room. Go there to find that the red door is now open. Hop down over the spike pit, turn right to face the wall and side jump left over the first blade trap. Quickly pull up onto the window ledge as a boulder rolls down toward you. Jump down over the second blade trap and follow the passage to the end. Pull up into the opening and slide down into some shallow water.

The Gate Key

You have just enough time to pick up the large medipack and wade to the other side of the room to pull out before the descending spike ceiling reaches you. Go up the stairs to the next room and pick up the GATE KEY next to the closed red door. Move the pushblock under the button and push it to open the red door so you can exit. However, if you didn't get Secret #12 earlier, notice that pulling the block from the wall revealed a short cut to the blade trap passage. First, go outside and enter the shrine. Pull back the red block to its original position. Go back to the short cut, hop down into the passage, side flip over the blades, stand jump over the spike pit to grab the higher opening and pull up. Push the block into the corner, get up onto it and pull up into a higher passage. Follow around and drop down onto the roof of the shrine. Pick up the Golden Dragon for SECRET #12. Drop down into the water, climb out and re-enter the shrine.

Climb the long ladder in the far wall. Your gate key fits the lock and opens the double doors to your left. Light a flare and enter the dark room. Jump over the spike trench and explore the alcoves on your right and left for a small medipack and 2 x uzi ammo.

The Dragon's Head and Exiting the Level

In the next dark room with columns are two blade-tossing thugs you'll encounter if you run along the wooden periphery. In the center is a platform protected by blade traps. Jump over them and pick up the DRAGON'S HEAD. Go back to the wooden periphery and find a side room. Five more blade-tossing thugs are lurking about in the darkness, so quickly insert the Dragon's Head in the receptacle to open the exit door. Turn left and attempt to go up the steps to end the level.

LEVEL 5: ESCAPE WITH THE DAGGER

Walkthrough by Phil Lambeth

Note that the SECRET DAGGER is now in your inventory. Climb the ladder and run quickly across the room, angling a bit to your right, to avoid the barrels rolling down toward you. Shoot the thug for a small medipack and turn the valve. Enter the next room and pick up the flares and automatic pistol ammo on the ledge ahead. Note the receptacle on the corner ledge and leave this room via the dark passage in the other corner.

Follow to a trench with a large fan, hop down and pick up the large medipack and 2 x uzi ammo. A thug drops down to join you. Go back to the room with the barrels (meeting another thug along the way), go up the ramp and shoot the windows. Drop down into the room below and run around to engage two dogs and two thugs, one of whom drops shotgun ammo.

The Yellow Access Card and the Silver Dragon

Note the receptacle in the far right corner and find the nearby pushblock (slightly lighter in color than the others). Pull it back and aside, then enter the revealed passage for the YELLOW ACCESS CARD. Use the pushblock to get onto the stack of crates at the rear of this room and go to the dark corner for the Silver Dragon and SECRET #13. Now move the pushblock toward the front of the room so you can jump to the broken windows and exit. Run down the ramp, loop around right and hop up onto the ledge. Insert the Card to open a nearby door to your left.

The Jade Dragon

Go back up the ramp and turn left at the top to enter the opened doorway. Proceed down the steps where a dog and a thug await. Another thug is firing at you from the deck to your left. Climb up onto that deck to find 2 x grenades. Get back down and turn the valve near the block. Enter the dark room to trigger a remote view of a button. Don't push it yet. Light a flare, run down the dark passage and turn right to find an open door (that would have been closed had you pushed the button). Enter the small room for the Jade Dragon and SECRET #14. When you pick it up, two dogs attack. Return to the button and push it to turn on the lights (and close the secret door). Continue along the passage and note for later the red card reader beyond the secret door.

The Red Access Card

Go back to where you shot the dog and the thug and go out onto the main deck where two thugs are waiting for you. One of them is carrying the RED ACCESS CARD, so take it with you to that reader and use it to open the door. When you enter, barrels roll at you from behind, so go quickly right or left to avoid them. Shoot three thugs inside and collect shotgun ammo and uzi ammo. Run down the ramp, loop around right and jump into the water for a small medipack. Pull out, go to the other side and locate the pushblock. Pull it back to reveal a wall switch. Pull it to open a door on the other side of this room.

Go there, enter the dark passage and vault up left. Shoot the window and hop down over the glass onto the central platform. Shoot a thug and jump left for automatic pistol ammo. Jump to where the thug came from and enter the doorway. Run down the ramp in front of the pursing barrels and shoot two thugs and a dog in the room below. Climb the block for shotgun ammo and go to the room opposite the block to alert two more thugs, one of whom drops shotgun ammo.

The Golden Dragon and the Rooftop Access Card

Continue to the next room, get on the central platform and use it to grab up to the hole in the glass ceiling. In the room above, face the corrugated ramp, light a flare and jump up into the dark left corner. You'll fall a long distance into some water. Pick up 2 x shotgun ammo and a large medipack in the corner, surface and pull out, run forward and find the Golden Dragon for SECRET #15. Go back to the side opening, run up the steps and climb the ladder to an upper passage. The door ahead opens as you pull up. Go through the adjacent passage to a larger room where three thugs await on the upper walkways. You can kill two of them from down below. Use one of the ramps to jump and grab the walkway, pull up and kill the third thug. Collect the ROOFTOP ACCESS CARD and go through the shattered windows where the third thug was. Locate a large medipack in the corner alcove and drop down to the lower room. Find an opening near the back corner and go up the stairs to turn a valve. The door opens to an area you've already visited.

Exiting the Level

Find the receptacle in the far corner and insert the Rooftop Access Card that opens the door to your left, sets off an alarm and brings three thugs running. Enter the open doorway and go up the stairs to find a ladder at the end of the passage. Climb up and shift either right or left at the top. Shoot two dogs and run along the upper deck to attract three thugs. A fourth thug is on the upper walkway, so get on the nearer block and jump up to target him.

Around the corner is a wall switch that opens the door leading to the waiting helicopter. When you run up the ramp to approach it the level ends.